Gacha Bankrupted It: Japan's Raw History of Gaming Addiction

0


What for many begins as a simple hobby to disconnect from daily stress can become a spiral out of control. The story of a man in his 30s in Nara Prefecture set off alarm bells in Japan, after his obsession with video games and gacha throws led him to drop out of college, lose his job and end up in absolute bankruptcy with a millionaire debt.



The taste for consoles began in his childhood, playing about an hour a day during elementary school and increasing to three or four hours in high school. Entering a distant school that required a daily hour-long train ride, I would take advantage of each ride to play games on handheld consoles. Despite his parents' insistence that he improve his grades, the young man felt that he would never meet his expectations and sought refuge from the constant family complaints on the screens.


Entering university in eastern Japan, his habit worsened dramatically during the summer break of his freshman year, when he discovered a six-on-six online shooter. His teammates' praise via voice chat made him feel valued for the first time, changing his routine entirely: he worked part-time until midnight, played until dawn, slept throughout the day, and turned the console back on in the afternoon. After stopping attending classes, she ended up dropping out of school after two years.



At the age of 24 he got a job in sales, but work stress pushed him to seek refuge in social games for smartphones. To advance and collaborate with his team, he began to spend exorbitant sums on the gacha system, resorting to loans from consumer finance companies to finance his addiction. His mental health worsened, he quit his job, had his electricity cut off for non-payment and accumulated a debt of more than $13,000 (about two million yen), being forced to declare personal bankruptcy at the age of 30 before being admitted by his parents to a rehabilitation center.


Video game use disorder is a behavioral addiction formally recognized by the World Health Organization since 2019. According to specialists at Kurihama Medical Center in Kanagawa Prefecture, this condition is diagnosed when a person loses control over gaming time, prioritizes screens over their daily activities, continues to play despite suffering severe negative consequences, and experiences serious problems in their family, academic, or work environment.



Recent studies reveal that more than 12 percent of adolescents and 7 percent of young people in their twenties in Japan show signs of this disorder, which is becoming more common in high school and even elementary school students. While prefectures such as Kagawa and local institutions have implemented recommendations to limit screen time to 60 minutes on weekdays, experts point out that restrictions alone do not address the emotional background, emphasizing the need to repair family relationships and listen to young people's personal difficulties.

You may like these posts

No comments